#include "AppDelegate.h"
#include <vector>
#include "Scene/LoginScene.h"
#include "Scene/HelpScene.h"
#include "Scene/MainMenuScene.h"
#include "Scene/PauseScene.h"
#include "Scene/UserChangeScene.h"
#include "scene/SettingScene.h"
#include "Scene/PlantChooseScene.h"
#include "Scene/GameOverScene.h"
#include "Scene/GameScene.h"
#include "Scene/GameVictorScene.h"

#if USE_AUDIO_ENGINE
#include "audio/include/AudioEngine.h"
using namespace cocos2d::experimental;
#endif

USING_NS_CC;

//统一分辨率
static cocos2d::Size designResolutionSize = cocos2d::Size(900, 600);
static cocos2d::Size smallResolutionSize = cocos2d::Size(900, 600);
static cocos2d::Size mediumResolutionSize = cocos2d::Size(1200, 800);
static cocos2d::Size largeResolutionSize = cocos2d::Size(1620, 1080);

AppDelegate::AppDelegate()
{

}

AppDelegate::~AppDelegate() 
{
#if USE_AUDIO_ENGINE
    AudioEngine::end();
#endif
}

// if you want a different context, modify the value of glContextAttrs
// it will affect all platforms
void AppDelegate::initGLContextAttrs()
{
    // set OpenGL context attributes: red,green,blue,alpha,depth,stencil,multisamplesCount
    GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8, 0};

    GLView::setGLContextAttrs(glContextAttrs);
}

// if you want to use the package manager to install more packages,  
// don't modify or remove this function
static int register_all_packages()
{
    return 0; //flag for packages manager
}

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        glview = GLViewImpl::createWithRect("PlantVsZomibes", cocos2d::Rect(0, 0, largeResolutionSize.width, largeResolutionSize.height));
#else
        glview = GLViewImpl::create("PlantVsZomibes");
#endif
        director->setOpenGLView(glview);
    }

    // turn off display FPS
    director->setDisplayStats(false);

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0f / 60);

    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
    auto frameSize = glview->getFrameSize();
    if (frameSize.height > mediumResolutionSize.height)
    {
        director->setContentScaleFactor(MIN(largeResolutionSize.height / designResolutionSize.height, largeResolutionSize.width / designResolutionSize.width));
    }
    // if the frame's height is larger than the height of small size.
    else if (frameSize.height > smallResolutionSize.height)
    {
        director->setContentScaleFactor(MIN(mediumResolutionSize.height / designResolutionSize.height, mediumResolutionSize.width / designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium size.
    else
    {
        director->setContentScaleFactor(MIN(smallResolutionSize.height / designResolutionSize.height, smallResolutionSize.width / designResolutionSize.width));
    }
    register_all_packages();
    //启动第一个场景 LoginScene 加载场景
    auto scene = GameScene::createScene();
    // run
    director->runWithScene(scene);
    return true;
}

// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground() {
    Director::getInstance()->stopAnimation();

#if USE_AUDIO_ENGINE
    AudioEngine::pauseAll();
#endif
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
    Director::getInstance()->startAnimation();

#if USE_AUDIO_ENGINE
    AudioEngine::resumeAll();
#endif
}
